Question to the buff wizards out there.
Obviously you can do something that does a certain amount of damage, then plays another buff. What I want to do is a little different - I want to check if the buff would kill the ship - if not, I want it to play, if so I want it to do some other buff. My only idea so far have been to damage the ship enough, then do the other buff, then restore the damage done, but if that damage is more than the HP of the ship, you'll end up with a dead ship (and have to createfrigate to whatever it is, which looks pretty obvious), and if it's not I'm not so sure there is a 'dead ship' condition...it gets pretty damn confusing, and it's 4AM so that doesn't help.
I know several people have successfully (and not-successfully) created weird dependencies using buffs that void each other out and various other ways of creating "if" and "not" conditions, but I'm puzzled at how to get started here. What's frustrating is that the AIusetype has a condition like this (HullDamageExceedsAmount/ShieldDamageExceedsAmount) but buffs don't. In fact, it's extremely difficult to query the ship's status beyond "is shield damaged" and "is hull damaged". That's what I'll do if I can't figure this out - simply do the buff if the shield is down and do the damage if it's not.
If anyone has any insight on this, it'd be encouraged..